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September 2020
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Esenthel Offline
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Post: #1
September 2020
Released Esenthel for Windows, Mac and Linux:
-added support for latest Visual Studio (fixes UWP compilation)
-added one extra VS C++ compiler optimization for Release mode
-updated to a newer MS DirectX Shader Compiler library
-updated to latest Spirv-cross
-recompiled OpenGL shaders with updated shader compiler libraries
-updated to latest LZ4,ZSTD for faster compression/decompression speeds
-updated Bullet to latest version
-increased performance and reduced memory allocations when loading HW Images on OpenGL ES with APP_AUTO_FREE_IMAGE_OPEN_GL_ES_DATA not enabled
-added new function 'CachesDelayRemove' that will set delay remove time for all engine caches
-File Browser Host connection password is now saved in its settings

Fixes:
-fixed a crash at Web startup
09-06-2020 12:09 PM
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Esenthel Offline
Administrator

Post: #2
RE: September 2020
Released Esenthel for Windows, Mac and Linux:
-IMPORTANT: changed file format of 'Compress' and 'Decompress' functions
-IMPORTANT: for this release auto-update from the Editor will not work, please manually download latest installer from esenthel website
-IMPORTANT: if you're using Esenthel Server for synchronizing projects please (update Esenthel Server to latest version, delete project on the server, reupload/synchronize from local backup)

Fixes:
-fixed a bug when deleting message boxes while they're still being used (only when they were closed by fade out)
09-11-2020 10:32 AM
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Esenthel Offline
Administrator

Post: #3
RE: September 2020
Updated Esenthel Source:
-updated LZMA to latest version
-updated WEBP to latest version
-added support for importing 16-bit BMP files
09-12-2020 07:48 AM
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Esenthel Offline
Administrator

Post: #4
RE: September 2020
Updated Esenthel Source:
-decreased default 'D.ambientContrast'
09-20-2020 04:41 PM
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Esenthel Offline
Administrator

Post: #5
RE: September 2020
Released Esenthel for Windows, Mac and Linux:
-IMPORTANT: removed UV scale parameter per heightmap mesh, now it's controllable only per-material, you may have to divide existing materials UV scale by 10 (in Material Editor) to match old World Editor behavior (Editor Network Interface can be used to do that automatically). This change improves performance
-added new 'Mesh,MeshLod.draw,drawShadow' methods that don't accept any matrixes, but use 'MatrixIdentity', they are faster than other draw methods but don't support custom matrixes
-slightly optimized rendering terrain meshes
-added support for latest Xcode

API Changes:
-removed 'Flt tex_scale' parameter for 'Heightmap.build' function
09-30-2020 05:05 AM
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